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Chris B wrote:
> Oh and, just in case your problem is similar, I really should have mentioned
> the way I fixed it ...
>
> In my macro I added a check to detect where any more than two triangles
> shared an edge, then added a cylinder object to highlight that edge, so
> that, when I rendered in POV-Ray I could see where the problem in the mesh
> was and I could go back into the modeler to fix it.
My modeler won't allow more than two faces to share an edge, so that's
not the issue. If there was a problem like this with the mesh there
would be very significant subdivision artifacts.
Regards,
John
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